Restarted Zig project with the new build architecture
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- Renamed old src directory as backup-src
This commit is contained in:
Tony Bark 2025-02-18 08:02:51 -05:00
parent 5fa931b44e
commit e9d7d736eb
17 changed files with 316 additions and 267 deletions

234
backup-src/main.zig Normal file
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@ -0,0 +1,234 @@
const std = @import("std");
const rl = @import("raylib");
const world = @import("world.zig");
const nso = @import("niotso.zig");
const clap = @import("clap");
const dbg = std.debug;
const GameScreen = enum {
login,
cas, // Create-A-Sim
map, // city screen
lot, // world view
};
//We start that NorthWest so it is easy to determine the flip
const CardinalDirection = enum {
NorthWest, // 0, sprite 1
NorthEast, // 1, sprite 1 flip
SouthEast, // 2, sprite 2
SouthWest, // 3, sprite 2 flip
};
const Rotations = enum {
left, // 0
right, // 1
};
const RotationManager = struct {
Direction: CardinalDirection,
pub fn init(self: RotationManager) RotationManager {
return self;
}
pub fn rotate(self: *RotationManager, rotation: Rotations) void {
//rotate the direction by 90 degrees
var direction_index = @as(i8, @intFromEnum(self.Direction));
switch (rotation) {
.left => {
direction_index = direction_index - 1;
},
.right => {
direction_index = direction_index + 1;
},
}
// Circle around if out of bounds
if (direction_index < 0) {
self.Direction = CardinalDirection.SouthWest;
} else if (direction_index > 3) {
self.Direction = CardinalDirection.NorthWest;
} else {
self.Direction = @as(CardinalDirection, @enumFromInt(direction_index));
}
//Result
dbg.print("Orientation: {any}\n", .{self.Direction});
}
};
/// Still in the proof of concept phase, don't mind the mess
pub fn main() anyerror!void {
const screen_width = 800;
const screen_height = 600;
rl.initWindow(screen_width, screen_height, "My Simulation");
defer rl.closeWindow();
var current_screen: GameScreen = .login;
var frame_counter: i32 = 0;
// NOTE: jip
// I don't think we can get away with using the built-in camera
// We need pixel perfect isometric camera
var lot_camera = rl.Camera3D{
.position = rl.Vector3.init(-90.0, 20.0, 90.0),
.target = rl.Vector3.init(0, 0.0, 0),
.up = rl.Vector3.init(0, 1.0, 0),
.fovy = 10,
.projection = rl.CameraProjection.camera_orthographic,
};
var city_camera = rl.Camera3D{
.position = rl.Vector3.init(18.0, 21.0, 18),
.target = rl.Vector3.init(0, 0, 0),
.up = rl.Vector3.init(0, 1.0, 0),
.fovy = 45,
.projection = rl.CameraProjection.camera_perspective,
};
const floorLevel = rl.Vector3.init(0.0, 0.0, 0.0);
const itemStatic = rl.Vector3.init(0.0, 1.0, 0.0);
const itemStaticSize = rl.Vector2.init(2.0, 2.0);
var rotation_manager = RotationManager.init(.{
.Direction = CardinalDirection.SouthEast,
});
rl.setTargetFPS(60);
const logo = rl.Texture.init("resources/logo.png");
const splash = rl.Texture.init("resources/tsosplash.png");
const chair1 = rl.Texture.init("resources/items/dorm/chair/chair_1.png");
const chair1_rect = rl.Rectangle.init(0, 0, @as(f32, @floatFromInt(-chair1.width)), @as(f32, @floatFromInt(chair1.height)));
const chair2 = rl.Texture.init("resources/items/dorm/chair/chair_2.png");
const chair2_rect = rl.Rectangle.init(0, 0, @as(f32, @floatFromInt(-chair2.width)), @as(f32, @floatFromInt(chair2.height)));
const city = rl.loadImage("resources/cities/city_0100/elevation.png");
// const city_texture = rl.Texture.init("resources/cities/city_0100/vertexcolor.png");
// TODO: figure out a better way to unload all images and textures.
defer {
rl.unloadTexture(splash);
rl.unloadTexture(logo);
rl.unloadTexture(chair1);
rl.unloadTexture(chair2);
rl.unloadImage(city);
}
const mesh = rl.genMeshHeightmap(city, rl.Vector3.init(16, 8, 16));
const model = rl.loadModelFromMesh(mesh);
// model.materials[0].maps[rl.MATERIAL_MAP_DIFFUSE].texture = city_texture;
while (!rl.windowShouldClose()) {
// Update
// ------------------
switch (current_screen) {
// Skip straight to lot view until city server is complete
.login => {
frame_counter += 1;
if (frame_counter > 120) current_screen = .lot;
},
// TODO: Write CAS (Create-A-Sim) screen
.cas => {},
.map => {},
.lot => {
const zoom_increment = 5;
// rotate with keyboard
if (rl.isKeyPressed(rl.KeyboardKey.key_s)) {
if (lot_camera.fovy == 10) {
lot_camera.fovy += zoom_increment;
}
dbg.print("Zoom level: {d}\n", .{
lot_camera.fovy,
});
} else if (rl.isKeyPressed(rl.KeyboardKey.key_w)) {
if (lot_camera.fovy == 15) {
lot_camera.fovy -= zoom_increment;
}
dbg.print("Zoom level: {d}\n", .{
lot_camera.fovy,
});
}
// roate with scrollwheel
const mouse_wheel_y = std.math.clamp(-rl.getMouseWheelMove(), -1, 1) * zoom_increment;
if (mouse_wheel_y != 0) {
const zoom_min = 10;
const zoom_max = 25;
lot_camera.fovy = std.math.clamp(lot_camera.fovy + mouse_wheel_y, zoom_min, zoom_max);
dbg.print("Zoom level: {d}\n", .{
lot_camera.fovy,
});
}
if (rl.isKeyPressed(rl.KeyboardKey.key_a)) {
lot_camera.position = rl.Vector3.init(-90.0, 20.0, 90.0);
rotation_manager.rotate(Rotations.left);
dbg.print("rotate left\n", .{});
} else if (rl.isKeyPressed(rl.KeyboardKey.key_d)) {
lot_camera.position = rl.Vector3.init(90.0, 20.0, 90.0);
rotation_manager.rotate(Rotations.right);
dbg.print("rotate right\n", .{});
}
// camera.update(rl.CameraMode.camera_custom);
},
}
// ------------------
// Draw
rl.beginDrawing();
defer rl.endDrawing();
switch (current_screen) {
// Mockup loading screen, skips straight to world
.login => {
// Splash screen
rl.drawTexture(splash, 0, 0, rl.Color.white);
rl.drawTexture(logo, screen_width / 2.0 - 240, 30, rl.Color.white);
// Loading text
rl.drawText("Reticulating splines...", 20, screen_height - 30, 20, rl.Color.white);
},
// Skip this for now
.cas => {},
.map => {
rl.clearBackground(rl.Color.sky_blue);
city_camera.begin();
defer city_camera.end();
rl.drawModel(model, floorLevel, 1.0, rl.Color.green);
},
// Low view (i.e. world)
.lot => {
rl.clearBackground(rl.Color.sky_blue);
lot_camera.begin();
defer lot_camera.end();
rl.drawPlane(floorLevel, rl.Vector2.init(64, 64), rl.Color.dark_green);
switch (rotation_manager.Direction) {
.NorthWest => {
rl.drawBillboardRec(lot_camera, chair1, chair1_rect, itemStatic, itemStaticSize, rl.Color.white);
},
.NorthEast => {
rl.drawBillboard(lot_camera, chair1, itemStatic, 2.0, rl.Color.white);
},
.SouthEast => {
rl.drawBillboard(lot_camera, chair2, itemStatic, 2.0, rl.Color.white);
},
.SouthWest => {
rl.drawBillboardRec(lot_camera, chair2, chair2_rect, itemStatic, itemStaticSize, rl.Color.white);
},
}
// rl.drawGrid(64, 1.0);
},
}
rl.drawFPS(10, 10);
}
}

10
backup-src/root.zig Normal file
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@ -0,0 +1,10 @@
const std = @import("std");
const testing = std.testing;
export fn add(a: i32, b: i32) i32 {
return a + b;
}
test "basic add functionality" {
try testing.expect(add(3, 7) == 10);
}

View file

@ -15,17 +15,26 @@ pub fn build(b: *std.Build) void {
// set a preferred release mode, allowing the user to decide how to optimize.
const optimize = b.standardOptimizeOption(.{});
const exe = b.addExecutable(.{
.name = "mysim",
.root_source_file = b.path("src/main.zig"),
const lib = b.addStaticLibrary(.{
.name = "mysimulation",
// In this case the main source file is merely a path, however, in more
// complicated build scripts, this could be a generated file.
.root_source_file = b.path("src/root.zig"),
.target = target,
.optimize = optimize,
});
// C headers
exe.linkLibC();
exe.linkLibCpp();
exe.addIncludePath(.{ .path = "./library" });
// This declares intent for the library to be installed into the standard
// location when the user invokes the "install" step (the default step when
// running `zig build`).
b.installArtifact(lib);
const exe = b.addExecutable(.{
.name = "mysimulation",
.root_source_file = b.path("src/main.zig"),
.target = target,
.optimize = optimize,
});
// Modules
const raylib_dep = b.dependency("raylib-zig", .{
@ -34,25 +43,12 @@ pub fn build(b: *std.Build) void {
});
const raylib = raylib_dep.module("raylib"); // main raylib module
const raylib_math = raylib_dep.module("raylib-math"); // raymath module
// const raylib_gui = raylib_dep.module("raylib-gui"); // raylib gui
const rlgl = raylib_dep.module("rlgl"); // rlgl module
const raygui = raylib_dep.module("raygui"); // raygui module
const raylib_artifact = raylib_dep.artifact("raylib"); // raylib C library
exe.linkLibrary(raylib_artifact);
exe.root_module.addImport("raylib", raylib);
exe.root_module.addImport("raylib-math", raylib_math);
// exe.root_module.addImport("raylib-gui", raylib_gui);
exe.root_module.addImport("rlgl", rlgl);
const clap_dep = b.dependency("clap", .{
.target = target,
.optimize = optimize,
});
const clap = clap_dep.module("clap"); // main clap module
exe.root_module.addImport("clap", clap);
exe.root_module.addImport("raygui", raygui);
// This declares intent for the executable to be installed into the
// standard location when the user invokes the "install" step (the default
@ -82,26 +78,28 @@ pub fn build(b: *std.Build) void {
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
// Creates a step for unit testing. This only builds the test executable
// but does not run it.
const lib_unit_tests = b.addTest(.{
.root_source_file = b.path("src/root.zig"),
.target = target,
.optimize = optimize,
});
const run_lib_unit_tests = b.addRunArtifact(lib_unit_tests);
const exe_unit_tests = b.addTest(.{
.root_source_file = b.path("src/main.zig"),
.target = target,
.optimize = optimize,
});
exe_unit_tests.linkLibC();
exe_unit_tests.linkLibCpp();
exe_unit_tests.addIncludePath(.{ .path = "./library" });
exe_unit_tests.root_module.addImport("raylib", raylib);
exe_unit_tests.root_module.addImport("raylib-math", raylib_math);
// exe.root_module.addImport("raylib-gui", raylib_gui);
exe_unit_tests.root_module.addImport("rlgl", rlgl);
const run_exe_unit_tests = b.addRunArtifact(exe_unit_tests);
// Similar to creating the run step earlier, this exposes a `test` step to
// the `zig build --help` menu, providing a way for the user to request
// running the unit tests.
const test_step = b.step("test", "Run unit tests");
test_step.dependOn(&run_lib_unit_tests.step);
test_step.dependOn(&run_exe_unit_tests.step);
}

View file

@ -1,13 +1,21 @@
.{
.name = "mysim",
// This is the default name used by packages depending on this one. For
// example, when a user runs `zig fetch --save <url>`, this field is used
// as the key in the `dependencies` table. Although the user can choose a
// different name, most users will stick with this provided value.
//
// It is redundant to include "zig" in this name because it is already
// within the Zig package namespace.
.name = "mysimulation",
// This is a [Semantic Version](https://semver.org/).
// In a future version of Zig it will be used for package deduplication.
.version = "0.1.101",
.version = "0.0.0",
// This field is optional.
// This is currently advisory only; Zig does not yet do anything
// with this value.
.minimum_zig_version = "0.11.0",
//.minimum_zig_version = "0.11.0",
// This field is optional.
// Each dependency must either provide a `url` and `hash`, or a `path`.
@ -16,24 +24,15 @@
// internet connectivity.
.dependencies = .{
.@"raylib-zig" = .{
.url = "https://github.com/tonytins/raylib-zig/archive/refs/tags/v5.1.104-dev.tar.gz",
.hash = "12209530dc7475f8095a729a46082093578911b74d1cfde28802954fe23de1be411c",
},
.clap = .{
.url = "https://github.com/Hejsil/zig-clap/archive/refs/tags/0.8.0.tar.gz",
.hash = "1220949d4e88864579067b6d4cdad6476c6176f27e782782c2c39b7f2c4817a10efb",
.url = "git+https://github.com/Not-Nik/raylib-zig?ref=devel#4d452b2bcd0157199d07c70d79d4f84e6f8bd659",
.hash = "1220c531f8d0bfbc18944b6084916c520834a951520a8c033fc576fef8b240ee0fc2",
},
},
.paths = .{
// This makes *all* files, recursively, included in this package. It is generally
// better to explicitly list the files and directories instead, to insure that
// fetching from tarballs, file system paths, and version control all result
// in the same contents hash.
"",
"build.zig",
"build.zig.zon",
"src",
// For example...
//"build.zig",
//"build.zig.zon",
//"src",
//"LICENSE",
//"README.md",
},

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@ -1,234 +1,32 @@
const std = @import("std");
const rl = @import("raylib");
const world = @import("world.zig");
const nso = @import("niotso.zig");
const clap = @import("clap");
const dbg = std.debug;
const GameScreen = enum {
login,
cas, // Create-A-Sim
map, // city screen
lot, // world view
};
//We start that NorthWest so it is easy to determine the flip
const CardinalDirection = enum {
NorthWest, // 0, sprite 1
NorthEast, // 1, sprite 1 flip
SouthEast, // 2, sprite 2
SouthWest, // 3, sprite 2 flip
};
const Rotations = enum {
left, // 0
right, // 1
};
const RotationManager = struct {
Direction: CardinalDirection,
pub fn init(self: RotationManager) RotationManager {
return self;
}
pub fn rotate(self: *RotationManager, rotation: Rotations) void {
//rotate the direction by 90 degrees
var direction_index = @as(i8, @intFromEnum(self.Direction));
switch (rotation) {
.left => {
direction_index = direction_index - 1;
},
.right => {
direction_index = direction_index + 1;
},
}
// Circle around if out of bounds
if (direction_index < 0) {
self.Direction = CardinalDirection.SouthWest;
} else if (direction_index > 3) {
self.Direction = CardinalDirection.NorthWest;
} else {
self.Direction = @as(CardinalDirection, @enumFromInt(direction_index));
}
//Result
dbg.print("Orientation: {any}\n", .{self.Direction});
}
};
/// Still in the proof of concept phase, don't mind the mess
pub fn main() anyerror!void {
const screen_width = 800;
const screen_height = 600;
// Initialization
//--------------------------------------------------------------------------------------
const screenWidth = 800;
const screenHeight = 450;
rl.initWindow(screen_width, screen_height, "My Simulation");
defer rl.closeWindow();
rl.initWindow(screenWidth, screenHeight, "raylib-zig [core] example - basic window");
defer rl.closeWindow(); // Close window and OpenGL context
var current_screen: GameScreen = .login;
var frame_counter: i32 = 0;
// NOTE: jip
// I don't think we can get away with using the built-in camera
// We need pixel perfect isometric camera
var lot_camera = rl.Camera3D{
.position = rl.Vector3.init(-90.0, 20.0, 90.0),
.target = rl.Vector3.init(0, 0.0, 0),
.up = rl.Vector3.init(0, 1.0, 0),
.fovy = 10,
.projection = rl.CameraProjection.camera_orthographic,
};
var city_camera = rl.Camera3D{
.position = rl.Vector3.init(18.0, 21.0, 18),
.target = rl.Vector3.init(0, 0, 0),
.up = rl.Vector3.init(0, 1.0, 0),
.fovy = 45,
.projection = rl.CameraProjection.camera_perspective,
};
const floorLevel = rl.Vector3.init(0.0, 0.0, 0.0);
const itemStatic = rl.Vector3.init(0.0, 1.0, 0.0);
const itemStaticSize = rl.Vector2.init(2.0, 2.0);
var rotation_manager = RotationManager.init(.{
.Direction = CardinalDirection.SouthEast,
});
rl.setTargetFPS(60);
const logo = rl.Texture.init("resources/logo.png");
const splash = rl.Texture.init("resources/tsosplash.png");
const chair1 = rl.Texture.init("resources/items/dorm/chair/chair_1.png");
const chair1_rect = rl.Rectangle.init(0, 0, @as(f32, @floatFromInt(-chair1.width)), @as(f32, @floatFromInt(chair1.height)));
const chair2 = rl.Texture.init("resources/items/dorm/chair/chair_2.png");
const chair2_rect = rl.Rectangle.init(0, 0, @as(f32, @floatFromInt(-chair2.width)), @as(f32, @floatFromInt(chair2.height)));
const city = rl.loadImage("resources/cities/city_0100/elevation.png");
// const city_texture = rl.Texture.init("resources/cities/city_0100/vertexcolor.png");
// TODO: figure out a better way to unload all images and textures.
defer {
rl.unloadTexture(splash);
rl.unloadTexture(logo);
rl.unloadTexture(chair1);
rl.unloadTexture(chair2);
rl.unloadImage(city);
}
const mesh = rl.genMeshHeightmap(city, rl.Vector3.init(16, 8, 16));
const model = rl.loadModelFromMesh(mesh);
// model.materials[0].maps[rl.MATERIAL_MAP_DIFFUSE].texture = city_texture;
while (!rl.windowShouldClose()) {
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
// ------------------
switch (current_screen) {
// Skip straight to lot view until city server is complete
.login => {
frame_counter += 1;
if (frame_counter > 120) current_screen = .lot;
},
// TODO: Write CAS (Create-A-Sim) screen
.cas => {},
.map => {},
.lot => {
const zoom_increment = 5;
// rotate with keyboard
if (rl.isKeyPressed(rl.KeyboardKey.key_s)) {
if (lot_camera.fovy == 10) {
lot_camera.fovy += zoom_increment;
}
dbg.print("Zoom level: {d}\n", .{
lot_camera.fovy,
});
} else if (rl.isKeyPressed(rl.KeyboardKey.key_w)) {
if (lot_camera.fovy == 15) {
lot_camera.fovy -= zoom_increment;
}
dbg.print("Zoom level: {d}\n", .{
lot_camera.fovy,
});
}
// roate with scrollwheel
const mouse_wheel_y = std.math.clamp(-rl.getMouseWheelMove(), -1, 1) * zoom_increment;
if (mouse_wheel_y != 0) {
const zoom_min = 10;
const zoom_max = 25;
lot_camera.fovy = std.math.clamp(lot_camera.fovy + mouse_wheel_y, zoom_min, zoom_max);
dbg.print("Zoom level: {d}\n", .{
lot_camera.fovy,
});
}
if (rl.isKeyPressed(rl.KeyboardKey.key_a)) {
lot_camera.position = rl.Vector3.init(-90.0, 20.0, 90.0);
rotation_manager.rotate(Rotations.left);
dbg.print("rotate left\n", .{});
} else if (rl.isKeyPressed(rl.KeyboardKey.key_d)) {
lot_camera.position = rl.Vector3.init(90.0, 20.0, 90.0);
rotation_manager.rotate(Rotations.right);
dbg.print("rotate right\n", .{});
}
// camera.update(rl.CameraMode.camera_custom);
},
}
// ------------------
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
rl.beginDrawing();
defer rl.endDrawing();
switch (current_screen) {
// Mockup loading screen, skips straight to world
.login => {
// Splash screen
rl.drawTexture(splash, 0, 0, rl.Color.white);
rl.drawTexture(logo, screen_width / 2.0 - 240, 30, rl.Color.white);
rl.clearBackground(rl.Color.white);
// Loading text
rl.drawText("Reticulating splines...", 20, screen_height - 30, 20, rl.Color.white);
},
// Skip this for now
.cas => {},
.map => {
rl.clearBackground(rl.Color.sky_blue);
city_camera.begin();
defer city_camera.end();
rl.drawModel(model, floorLevel, 1.0, rl.Color.green);
},
// Low view (i.e. world)
.lot => {
rl.clearBackground(rl.Color.sky_blue);
lot_camera.begin();
defer lot_camera.end();
rl.drawPlane(floorLevel, rl.Vector2.init(64, 64), rl.Color.dark_green);
switch (rotation_manager.Direction) {
.NorthWest => {
rl.drawBillboardRec(lot_camera, chair1, chair1_rect, itemStatic, itemStaticSize, rl.Color.white);
},
.NorthEast => {
rl.drawBillboard(lot_camera, chair1, itemStatic, 2.0, rl.Color.white);
},
.SouthEast => {
rl.drawBillboard(lot_camera, chair2, itemStatic, 2.0, rl.Color.white);
},
.SouthWest => {
rl.drawBillboardRec(lot_camera, chair2, chair2_rect, itemStatic, itemStaticSize, rl.Color.white);
},
}
// rl.drawGrid(64, 1.0);
},
}
rl.drawFPS(10, 10);
rl.drawText("Congrats! You created your first window!", 190, 200, 20, rl.Color.light_gray);
//----------------------------------------------------------------------------------
}
}

10
src/root.zig Normal file
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@ -0,0 +1,10 @@
const std = @import("std");
const testing = std.testing;
export fn add(a: i32, b: i32) i32 {
return a + b;
}
test "basic add functionality" {
try testing.expect(add(3, 7) == 10);
}